How to fix seams in Displacement Maps using Substance 3D Painter

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  • čas přidán 6. 07. 2024
  • In this video, we take two methods for fixing displacement seams. I will cover using a brush to fix seams and using the UV distance generator.
    00:00:00 Intro
    00:01:00 Applying the material
    00:01:48 Creating the base mask
    00:05:25 Fix option 01 - Brush
    00:09:19 Fix option 02 - UV Generator

Komentáře • 47

  • @iCamSkiEz
    @iCamSkiEz Před rokem +16

    I've said it on old substance videos but you really are perhaps the best educational instructor that I've ever had the pleasure of watching. Seriously mad props to you and keep up the fantastic work.

    • @wes.mcdermott
      @wes.mcdermott  Před rokem +3

      Thank you so much! That really makes my day. Thank you : )

  • @keithyakouboff8755
    @keithyakouboff8755 Před 26 dny

    Straightforward, helpful. Thanks.

  • @carlosrivadulla8903
    @carlosrivadulla8903 Před rokem +2

    I enjoy listening to u as if I were a child, ty Wes

  • @Motionworks
    @Motionworks Před rokem +3

    Great tut, thanks Wes!

  • @centerpivot3d
    @centerpivot3d Před 11 měsíci

    Really Wes McDermot, you're great instructor, I'm able to watch your content without distraction, keep posting 👏👏👏

    • @wes.mcdermott
      @wes.mcdermott  Před 11 měsíci +1

      Thanks! Definitely will post more tutorials. So glad you liked the videos.

  • @sketchturner8229
    @sketchturner8229 Před 7 měsíci

    Thanks Wes! Very nice method :)

  • @gneiva
    @gneiva Před rokem +1

    Awesome tips! I didn’t know about the uv border generator, I’ll definitely be using it in the future! Thanks Wes!

    • @wes.mcdermott
      @wes.mcdermott  Před rokem +2

      Awesome! So glad you found the video helpful

  • @hawk08ht
    @hawk08ht Před 3 měsíci +1

    While its a great tip and works well with the given material colour. When using other colours / materials make a duplicate of your layer and place it under the seamfix layer because you are essentially working in mask and with the steps shown in video you are erasing the borders in a way.

  • @williamlacrosse9389
    @williamlacrosse9389 Před rokem

    Great tips and tricks! Wes, you rock!

  • @nawrasryhan
    @nawrasryhan Před rokem +3

    That's smart tip of using uv border generator to cover the seams.
    Even if it is not going to work for all cases, it's still handy to have.
    VRay renderer have "keep continuty" option that's used to fix this kind of issues, I'm wondering if it's using the same concept under the hood.
    As always thanks for sharing!

    • @wes.mcdermott
      @wes.mcdermott  Před rokem +2

      Thanks! I am not totally sure on the underlying tech. Other options we have are 3D positional masks. These generators can help when you are needing to mask based on a specific axis.

  • @AllenYauAnimation
    @AllenYauAnimation Před 8 měsíci

    Great content as always, Wes! Thank you! If I may, a curvature mask would be a great addition to the seam fix methods!

  • @user-ce9jn8dp9x
    @user-ce9jn8dp9x Před rokem

    Fix option 2 is an incredible technic!!

  • @TheFelipeBZ
    @TheFelipeBZ Před rokem

    Thank you

  • @RealCubeMelonClock
    @RealCubeMelonClock Před rokem

    thank you! I have been trying to find a solution to this by searching google, but I was having a hard time figuring out the terms to use to find an answer. I eventually found your video and it answered my question perfectly.

    • @wes.mcdermott
      @wes.mcdermott  Před rokem

      That's awesome to hear! Thanks for checking out the videos.

  • @seragyugi2007
    @seragyugi2007 Před 19 hodinami

    shade smooth will fix the displacemnt issue on flying plane

  • @Ricardo-de9ju
    @Ricardo-de9ju Před 8 měsíci

    Awesome fix, thank you so much. I also notice when using procedural mask in conjunction with some blur effect or sharpen for instance, the seams get screwed up, why? No matter what projection type you pick.

    • @wes.mcdermott
      @wes.mcdermott  Před 7 měsíci

      It could be project sampling. In the Shader, make sure your samples per pixel are always set to High. If you are talking about seams with displacement, it's a limitation of the shader and I will typically have to manually fix those issues.

  • @antoinerault3872
    @antoinerault3872 Před rokem

    Very interesting process, it's going to save me some time ! In which software did you create the UV ?

    • @wes.mcdermott
      @wes.mcdermott  Před rokem

      Thanks! Glad you liked the video. I used Maya for the UVs. Maya has some pretty good UV tools.

  • @Klaudius_yt
    @Klaudius_yt Před 27 dny

    I'm painting the skin of a character using perlin noise as height map, the problem is the character has different density on the areas (arms, torso etc.) and even using triplanar the result near the seams is not good. Can I use the generator to blend/smooth height maps across seams? How?

  • @juanmilanese
    @juanmilanese Před rokem

    so... I'm still wrapping my head around this... But, this tesellating + displacement + exporting mesh from SP would be a great way of authoring meshes for nanite in ue5 now that I think about it.

    • @juanmilanese
      @juanmilanese Před rokem

      hummm, I wonder if someone has a video called Creating environment materials and meshes in Substance 3D Painter

    • @wes.mcdermott
      @wes.mcdermott  Před rokem +1

      Yeah! I’ve also created some quick rocks and cliffs using substance materials and blending them in Painter to create nanite meshes for UE5.

  • @stephenhibberd
    @stephenhibberd Před rokem +1

    Instead of exporting the mesh, would you not get the same result by just using the height map for displacement say in vray.?

    • @wes.mcdermott
      @wes.mcdermott  Před rokem +1

      Yes absolutely. You can export the displacement map and use that in vray. I don't need to worry about polycounts usually, so I just export the mesh and then use a 2nd normal map to apply some more granular detail.

    • @stephenhibberd
      @stephenhibberd Před rokem

      @@wes.mcdermott I tend to forget to export the goe, so thankss for highlighting that, You are the best tutor by far in the industry Wes, been following since the Allegorithmic days!

  • @creativekakensa
    @creativekakensa Před rokem +1

    Small Question here. Can Substance Painter Extract UV Coordinates or Create its own UV Maps that can be read in other 3d applications?
    Where by I can just export my model from a 3d app without UV Coordinate and do everything in Substance Painter?

    • @wes.mcdermott
      @wes.mcdermott  Před rokem +2

      Yes! We have auto-unwrap tools. When you create your project, there is an option to generate UVs. It works pretty well and create a nice uniform texel density. You can then export the mesh with the UVs from Painter for use anywhere.

    • @creativekakensa
      @creativekakensa Před rokem

      @Wes McDermott Thank you.. UV section has been super tough area for me in my texturing workflow I guess substance painter is the right direction to take to make this section easier

  • @venkateshvarma8825
    @venkateshvarma8825 Před rokem

    Hi sir sir what is the version of substance painter

  • @nofkn
    @nofkn Před rokem +1

    UVs are really bad, you could've straighten those bent parts, which would make that material follow the exact shape of it.

    • @wes.mcdermott
      @wes.mcdermott  Před rokem

      Yeah totally agree : ) Wishing I would have adjusted the UVs

  • @ThePrinceOfSloth
    @ThePrinceOfSloth Před rokem

    where long hair?